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[A21] khzmusik's Modlets


khzmusik

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Hello, all. This thread is for all of my modlets that are compatible with A21.

 

The old (and now deprecated) A20 thread is here:

https://community.7daystodie.com/topic/27333-a20-khzmusiks-modlets/

 

The Git repo for my A21 modlets is here:

https://gitlab.com/karlgiesing/7d2d-a21-modlets

 

Each modlet has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo; I have provided a link for each modlet.

 

The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior.

 

Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required.

 

These modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets. It is available from 7d2dmodlauncher.org.

 

ZIP file downloads

 

I am now including a link to a ZIP file for each modlet. These files are automatically generated by GitLab when you visit the URL, so you should get the latest version each time.

 

Important: GitLab automatically wraps the modlet in a folder called "7d2d-a21-modlets-main-[modlet name]". The directory inside this directory should be put into your Mods folder.

 

If you want to download the modlet in a different compression format:

 

  1. Go to the modlet's directory in the repo (follow the "Repo" link).
  2. Click on the button with the "download" icon (next to the "Clone" button) in the upper-right hand corner of the page.
  3. Under "Download this directory," click on the format you want. In addition to .zip format, GitLab supports .tar, .tar.gz, and .tar.bz2.

 

XPath modlets
These modlets use XPath, so they are EAC friendly. Most require installation only on the server. Those that contain custom assets (usually additional icons) will need to be installed on both the server and clients. See the individual README.md files for details.

 

Bad Medicine

 

You have to feel it to heal it.

 

Spoiler

 

Features:

 

  • "Glass Jaw" effect: Whenever you get damaged (by anything), there is a subtle camera shake effect. This effect gets slightly worse when you are lower than half health. New for A21.
  • You can only craft dirty bandages using cloth. Dirty bandages can be sterilized (to "vanilla" bandages) by boiling with clean water in a cooking pot.
  • Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection.
  • To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey).
  • You can also drink gasoline. Don't drink gasoline.
  • If you are on fire, don't douse yourself with flammable liquids.
  • You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk.
  • The negative effects from a concussion occur much more frequently (though still randomly).

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Bad_Medicine 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Bad_Medicine 

 

 

Gas Shortage

 

Makes gasoline scarce, and more difficult to craft.

 

XPath only ("server-side").

 

Spoiler

Features:

 

  • Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
  • Each oil shale yields one can of gas (not 10).
  • Stacks of gasoline hold 1000 cans (not 10,000).

 

There is also XML code to have players spawn with the 4x4 when they enter the game, but that is commented out by default. See the README if you want to enable that.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Gas_Shortage 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Gas_Shortage 

 

 

Murky Dew

New for A21!

 

Dew collectors produce murky water, but do not generate heat.

 

It can work alongside the Rain Collector mod, if desired (see below), but it will also work on its own.

 

Note: If you have installed the Polluted Water modlet, you should not install this modlet. The Polluted Water modlet contains all the features from this modlet.

 

XPath only ("server-side").

 

Spoiler

Many people believe dew collectors should not add heat to the heat map, which is reasonable. But without generating heat, dew collectors are somewhat overpowered, especially with "farms" (multiple collectors) passively generating potable water.


This seems like a good trade-off. Heat will still be generated, but it will be generated by the campfires that are used to boil the murky water.


Since the water from dew collectors must be boiled to be potable, dew collector farms will be less passive and overpowered.

 

Features:

 

  • Dew collectors produce murky water, which must be boiled in a cooking pot to produce clean water.
  • Dew collectors no longer generate heat for the heat map.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Murky_Dew 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Murky_Dew 

 

 

 No Crafting

 

Removes all crafting from the game, including cooking.


This mod was inspired by the Lucky Looter series from Glock9.

 

XPath only ("server-side").

 

Spoiler

Features:

 

  • The only items the player can craft are the bedroll and land claim.
  • Removed all Basics of Survival quests except for crafting a bedroll. (After completion, players still get the skill points and Whiteriver Citizen quest.)
  • Most player-crafted workstations are removed from the game (destroyed versions are still in game). The exception is campfires, which cannot be crafted, but can be used for warmth if found in the wild.
  • Schematics, workstations, skill magazines, and parts for assembling weapons, tools, and vehicles are removed from loot containers, trader stashes, quest rewards, and Twitch actions.
  • Removed perk books that only give crafting recipes (e.g. Needle and Thread books); completion bonuses that only give recipes (e.g. stacks of ammo) now give experience buffs instead.
  • Items or mods which could only be crafted (e.g. Fireman's Helmet) are added to loot containers and trader stashes.
  • Crafting-related loading screen tips are removed.
  • Localizations are updated to remove any mention of crafting, cooking, or forging (where possible, I'm sure I missed a lot).
  • The window that displays the crafting skill magazines is removed from the UI.

 

There is also XML code to allow players to boil water (and/or craft campfires), but that is commented out by default. See the README if you want to enable that.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_No_Crafting

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_No_Crafting 

 

 

  No XP from killing

 

Players do not get any experience points from killing zombies or any other entity.

 

XPath only ("server-side").

 

Spoiler

Players do not get any experience points from killing zombies or any other entity.


As a result, the XP notification will not display when a zombie is killed. You can no longer use that notification to determine if a zombie is really dead.


Experience points are otherwise unchanged; you still get the same XP from crafting, looting, mining, or doing quests. You may want to increase the XP multiplier to make up for the lost XP from killing.


I created this mod to lessen the incentive for killing dangerous enemies, so players will have as munc incentive to avoid them instead. (It does not entirely remove the incentive for killing enemies; zombies still drop loot bags, and animals can be harvested.)


This steers the game away from being a first-person shooter, and closer to being a survival game.

 

Features:

 

  • No XP from killing.
  • No XP notification when entities die.
  • New loading screen tip.
  • New journal entry, unlocked on killing an entity for the first time.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_No_XP_From_Killing 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_No_XP_From_Killing 

 

 

Polluted Water

New for A21!

 

All water from natural sources is polluted and must be purified.

 

Note: If you install this modlet, you should not install the Murky Dew modlet. The Polluted Water modlet contains all the features from that modlet.

 

Spoiler

Features:

 

  • All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.

  • Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.

  • Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.

  • Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.

  • Snowballs can be turned into polluted water using a glass jar at a campfire.

  • Includes the features from the Murky Dew modlet, where dew collectors yield murky water but do not produce heat. You do not need to install that modlet separately.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Polluted_Water 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Polluted_Water 

 

 

Quality of Life

 

Simple quality-of-life changes.

 

XPath only ("server-side").

 

Spoiler

Features:

 

 

  • The "already read book" icon is now a semi-translucent green check mark. Inspired by this post on the forums: Mod that lets you know you've already read a book?
  • The time it takes to scrap or smelt brass is reduced by half.
  • If you have the required knowledge to craft ammo bundles, you can craft them from loose ammo (not just from raw materials).
  • Dropped loot bags stick around for 60 (real-time) minutes before despawning. (New for A21.)
  • Anvils can be scrapped for iron, or smelted in the forge. (New for A21.)

 

This version does not contain Khaine's Lockable Inventory slots, but it can be enabled in XML. See the README for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Quality_Of_Life 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Quality_Of_Life 

 

 

Reset Character On Death

 

When the player dies, this modlet resets the player character's skill points, books read, and crafting skill levels.

 

Because it is XML only, it does not have the features of "Mostly Dead" or "Mostly Dead: Permadeath," but it is still good if all you want is to reset the character (and not the map, quests, etc).

 

XPath only ("server-side").

 

Spoiler

When the player character dies:

  • Skill points are reset and removed.
  • Books that were read are forgotten.
  • Crafting skill levels are reset to 1.

 

With XML edits, it can also support these features:

  • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
  • There is no experience loss upon respawning.
  • Resetting can be disabled for level 1 players, or for players that still have the "newbie coat" buff.
  • Remembering skill points, books read, or crafting skills.

 

See the README for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Reset_Character_On_Death 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Reset_Character_On_Death 

 

 

Slow Build

 

Slows down building, and to a lesser extent crafting.

 

XPath only ("server-side").

 

Spoiler

This encourages renovating prefabs rather than building structures from scratch, for both horde bases and personal dwellings. It also makes inventory management more challenging. The fact that wood items take nails to craft will also discourage nerd poling.

 

  • Wood frames, shapes, and ladders now require nails to craft. To adjust for this, players are now given a small stack of nails when starting. Also, full boxes of nails (100 count) can sometimes be found in loot.
  • Crafting cobblestone now requires a cement mixer.
  • The stack sizes for all frames have been reduced to 50 (from 500).
  • The stack sizes for natural resources (such as iron or clay) have been reduced from 6000 to 500. Stack sizes for cobblestone, cement, and concrete have been reduced from 1000 to 100. Bundles of resources have been updated to reflect the new stack sizes.
  • Trees now take twice as long to grow, and yield at most one seed.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Slow_Build 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Slow_Build 

 

 

Snowberry Love

Back from A19!

 

Adds snowberries back to the game, and adds a bunch of new uses for them.

 

Spoiler

In the real world, snowberries were used mostly for medicinal purposes by Native American tribes. They also taste like wintergreen (reportedly - I have not eaten them).

 

  • Snowberries can be grown from seeds and harvested. The seed recipe is unlocked at the same perk and level as blueberry seeds.
  • Snowberry tea can be crafted in a campfire with a cooking pot. The tea gives 24 water and cures dysentery 10%.
  • Snowberry paste can be used the same as medical aloe cream, and can be used instead of aloe cream when crafting first aid bandages. The paste takes five snowberries to craft.
  • Snowberries replace blueberries in herbal antibiotics recipes.
  • Grandma's Gin: "How intelligent people get drunk and belligerent." It provides the buffs of beer and the nerdy glasses, combined. The gin recipe is unlocked at the same crafting level as Grandpa's Moonshine.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Snowberry_Love 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Snowberry_Love 

 

 

Trader Lore

 

Adds unofficial lore and history to the trader dialogs.

 

XPath only ("server-side").

 

Spoiler

Note: if you use this modlet with another modlet that changes the dialog window UI - such as NPC Core - you will see yellow warnings in the console: "XML patch for "XUi/windows.xml" from mod "khzmusik_Trader_Lore" did not apply". This is the desired behavior, and those warnings can be ignored.

 

  • Fleshed-out lore and backstory for the Duke, Noah, Whiteriver, and the Cassadores.
  • Different traders have different relationships with each group or leader, and have different opinions or amounts of knowledge about them.
  • The vanilla dialog window is larger, to make room for more text.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trader_Lore 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Trader_Lore 

 

 

 Trader Routes: Biome Progression

 

This mod changes the "Opening Trade Routes" quests, so they progress through the biomes as the tier changes.

 

XPath only ("server-side").

 

Spoiler

 

  • Tier 2: Any biome except the Wasteland (unchanged from vanilla)

  • Tier 3: Any biome except the Pine Forest or the Wasteland

  • Tier 4: Any biome except the Pine Forest

  • Tier 5: Snow or Wasteland biomes only (technically, any biome except the Burnt Forest, Desert, or Pine Forest)

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trade_Routes_Biome_Progression 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Trade_Routes_Biome_Progression 

 

 

C# modlets
These modlets use custom C# code, so they are not EAC friendly. 

 

They will need to be installed on both the server and clients. See the individual README.md files for details.

 

Fortunately, in A20, installing modlets with custom C# code is as easy as installing an XML/XPath modlet. Just drop it into your Mods directory and go.

 

When installing or removing C# modlets, starting a new game is highly recommended.

 

Food Spoilage and Preserved Foods

 

A modlet that introduces food spoilage, and adds recipes for canned and preserved foods that don't spoil.

 

Requires SCore version 21.0.34.745 or above.

 

Spoiler

Features:

  • Most foods that are not canned or otherwise preserved can now spoil.
  • Prepared drinks (such as teas) can now spoil.
  • Battery-powered refrigerators and beverage coolers can be crafted. Recipes are unlocked in the same perk and level as battery banks.
  • New canned/preserved foods:
    • IPA (India Pale Ale). Beer that takes more hops to craft and doesn't spoil. Recipe unlocked in the same perk and level as the vanilla beer recipe.
    • Canned corn, mushrooms, potato, and pumpkin. Recipes unlocked in the same perk and level as blueberry pie.
    • Preserved blueberries. Recipe unlocked in the same perk and level as blueberry pie.
    • "Shamway Fruit Pie" (in box, similar to Hostess or Drake's). Loot only, cannot be crafted.
    • Smoked/cured meat. Recipe unlocked in the same perk and level as grilled meat.
  • Advanced recipes (stews, pies, etc.) have additional recipes that use the new canned vegetables and preserved blueberries.
  • Spoilable foods are removed from (non-Twitch) loot groups, and replaced with canned/preserved equivalents.

 

See the README.md for details.

 

You must start a new game after installing this modlet! If you try to load an existing game, it will corrupt your game save.

 

It requires the Alpha 21 version of the 0-SCore modlet. Earlier versions will not work!

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Food_Spoilage 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Food_Spoilage 

 

 

Mostly Dead

 

A modlet that implements the "mostly dead" character death style for 7D2D.
 

Spoiler

The idea is that when a player character dies, players respawn as an entirely new character, but they respawn into a (mostly) unchanged world. It can be modified for traditional "Dead is dead" or "Permadeath" gameplay.

 

For an explanation of the "mostly dead" play style, see my "manifesto" on these forums:

 

Features:

 

  • The player's inventory is deleted (the "Drop On Death" setting is forced to "Delete All").
  • Skill points are reset (not removed), and books that were read are forgotten.
  • Crafting skill levels above 1 are randomly re-assigned to different crafting skills. New for A21.
  • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
  • The player map is reset, including any saved waypoints.
  • Player quests are removed, and a quest is given that automatically rewards the player with the items they start with when starting a new game.
  • Player vehicles are destroyed.
  • The player's active land claim block is rendered inoperable.
  • The player's ACL (Access Control List - i.e. friends list) is cleared.
  • If the player hired any NPCs, those NPCs are dismissed. (Assumes SCore NPCs.) New for Alpha 20.

 

The respawned character is at a similar "level" to the old one:

 

  • If the player did not complete the "Basic Survival" quests, they start over from scratch. (This is so players can still earn the skill points from completing those quests.)
  • If the player restarts before level 4, they will be given the "Whiteriver Citizen" quest so they can find a nearby trader.
  • If restarting at level 3 or lower, the player will be given the player's starting items, even if another mod or modlet has added starting items.
  • When restarting at medium and higher levels, players are given bundles of items so they have matching armor sets, and their given ammo matches their given weapons. This includes new bow and crossbow bundles (which have custom icons and translations).

 

These features can be customized via XML edits or XPath. See the README.md for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Mostly_Dead 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Mostly_Dead 

 

 

Mostly Dead: Permadeath

 

This modlet makes the XML changes necessary to turn the Mostly Dead modlet into a "Permadeath" modlet. It is for people who do not want to make the XML edits themselves.

Spoiler

 

Features:

 

  • Skill points are reset and removed.
  • Crafting skills are removed. New for A21.
  • The player level is reset to level 1.
  • The player spawns with the starting items again, except the note from the Duke.
  • The player is given the "Basic Survival" quests again.
  • The player is given the "Newbie Coat" buff again.

 

All the other features from the Mostly Dead modlet remain unchanged.

 

You still need to install the Mostly Dead modlet. This modlet will not work by itself.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Mostly_Dead_Permadeath 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Mostly_Dead_Permadeath 

 

Rain Collector

New for A21!

 

Turns the dew collector into something more like a rain collector.

 

Spoiler

Features:

  • The dew collector fills more rapidly when it is foggy.
  • The dew collector fills much more rapidly when it is raining.
  • The dew collector will not do anything if the outside temperature is below the freezing point of water.
  • To make up for the fog and rain boost, the dew collector takes longer to fill up overall.
  • Adds the ability to increase the number of "slots" in the dew collector. The XML changes are in blocks.xml and windows.xml but are commented out. See the README for instructions. Added in version 21.0.1.1.

 

This is all configurable in the XML for the dew collector. See the README.md for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Rain_Collector 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Rain_Collector 

 

 

NPC Core modlets

POWERED_LOGO_HORIZONTAL_low.png.9ef56dd2

 

These are modlets that are designed to be used with the NPC Mod system. The NPCcore and Score modlets have custom assets and C# code, so they must be installed on both clients and servers, and EAC must be turned off.

 

A big thank you to Xyth, SphereII, and the entire community who helped make this happen!

 

NPC Packs

 

Zombie Pack for NPC Core

 

Adds new zombies.

 

New for A21: Includes feral and radiated versions of each zombie.

 

As of version 21.2.1.0, This pack no longer requires SCore or NPC Core.

 

Spoiler

spacer.png

spacer.png

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A21.0_2023-07-23_17-23-26.jpg

 

Adds these new zombies:

 

  • a new burnt zombie

  • an older businessman zombie

  • an older businesswoman zombie

  • a skinny cowgirl zombie

  • a generic, skinny, female zombie

  • a female lumberjack zombie

  • a female office worker zombie

  • a female stripper zombie, similar to the original TFP designs (Warning! Nudity)

  • a male firefighter zombie

  • a generic, but skinny, male zombie

  • a short but stocky police woman zombie

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Zombies 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Zombies 

 

 

 Civilians Pack for NPC Core

 

Adds "Civilian" human NPCs to the game.

 

Spoiler

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All of them are in the Whiteriver faction, and can be hired.

 

Every character can wield all supported NPC weapons.

 

All characters were created by khzmusik, using assets that are either free for re-use or CC-BY.

 

New for A21: The pack includes XML that will create bandit versions of the civilian characters, and add them to the proper entity groups. This XML is in separate files, and is disabled by default. It must be enabled by either deleting the pack's original files and renaming the bandit files, or by cutting-and-pasting the bandit XML into the pack's original files. Detailed instructions are in the README.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Civilians 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Civilians 

 

 

Rogues and Psychos Pack for NPC Core

 

Adds "Rogue" and "Psycho" human NPCs to the game.

 

Requires version 21.1.24.928 or higher of the SCore modlet.

 

Spoiler

Rogues:

Rogues.thumb.jpg.863577b461f25acee60c5cd341a0b4e8.jpg

 

Psychos:

Psychos.thumb.jpg.beacf91585c193d8503df3b32e5b5307.jpg

 

Most characters can wield all supported NPC weapons. The exception is the Psycho Brute - his his size and posture make him incompatible with the animations for certain weapons.

 

All characters were created by khzmusik, using assets that are either free for re-use or CC-BY.

 

The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into horde spawners, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Bandits faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.

 

The "advanced" version also contains extra dialog options (if your faction standing is good enough to talk with them). These dialog options add personal lore for that character - they do not affect gameplay at all. What they reveal to you will change, depending upon your faction standing, and whether they are hired or not.


I am assuming most players want the "basic" versions, so that is what spawns by default. But this can be changed through XML, and there is commented-out code that will do so.

 

The pack also creates custom Rogue and Psycho sleeper volume groups, which can be used to create POIs that are specific to only Rogues or only Psychos. If you create POIs with these groups, then either distribute this pack with those POIs, or make it clear to users that they will need to install this pack themselves.

 

Rogues also spawn into the bandit sleeper volume groups provided by NPC Core. (Psychos do not.)

 

New for A21:

 

  • Custom AI (crouching between attacks, thrashing around when on fire, etc.)
  • Rogue camps and Psycho remnant POIs used as biome decorations
  • For modders: Custom wandering horde groups (not enabled by default)
  • For modders: XML to make "advanced" Rogue characters part of the non-enemy Whiteriver faction (not enabled by default)
  • If using the "advanced" versions that can be hired, custom NPC pickup items (requires SCore version 21.2.31.1132 or later)

 

See the README.md file for details:

https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/blob/main/1-khzmusik_NPC_Rogues_and_Psychos/README.md

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-khzmusik_NPC_Rogues_and_Psychos

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-khzmusik_NPC_Rogues_and_Psychos

 

 

Whisperers Pack for NPC Core

 

Adds "Whisperer" human NPCs to the game.

 

Requires version 21.1.24.928 or higher of the SCore modlet.

 

Spoiler
spacer.png
 
The Whisperers are inspired by the group of the same name from The Walking Dead.
(This modlet is not in any way associated with The Walking Dead.)
 
Whisperers are not attacked by zombies, and do not attack zombies themselves. In order to make this happen, zombies now use faction-based targeting and damage rules. This may have unexpected results if used with other mods/modlets that alter factions.
 
Every character can wield all supported NPC weapons.
 
All characters were created by me, using assets that are free for re-use. It also uses the "dead face mask" asset provided by @Mumpfy - thank you!
 
The characters come in two flavors: "basic" and "advanced." The "basic" versions can be spawned into hordes, but cannot be interacted with or hired. The "advanced" versions cannot be spawned into hordes (the game will throw errors), but they can be interacted with and hired, provided your standing with the Whisperers faction is good enough. By default it is not; the "advanced" versions are meant to be used with mods/modlets that can dynamically change the player's relationship with factions.
 
I am assuming most players want the "basic" versions, so that is what spawns now. But this can be changed through XML, and there is commented-out code that will do so.
 
New for A21:
  • Whisperers walk like zombies and hide their weapons when wandering, so they are harder to distinguish from zombies.
  • Improved behavior when spawned into hordes.
  • When not attacking, and alert to attacks, Whisperers will crouch or crawl to make it harder to see them.
  • Whisperers that are set on fire will now do nothing except thrash around in pain.

 

NPC Behavior Modifications

 

Remove NPC Core Characters

 

Removes NPC Core characters from all entity groups, so they do not spawn in game.

 

Spoiler

This is mainly for people who want zombies that require NPC Core, but don't want the human NPCs that spawn by default (Baker, Nurse, and Harley).

 

However, it may be useful for others as well. If you have other NPC Packs installed, you might want to only use characters from those packs.

 

Note: In NPC Core, there is a file called entitygroups_nocorespawn.xml in Config/Options. If you rename that file to entitygroups.xml, and replace the existing file with that name in Config, it will do exactly the same thing as this modlet. This modlet is for people who are not technically knowledgeable enough to do that, or just find it more convenient to install a modlet.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/1-XNPCCore_khzmusik_Remove_Core_Characters 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=1-XNPCCore_khzmusik_Remove_Core_Characters 

 

 

 

 Variable NPC Sleepers

 

This modlet changes the behavior of NPCs spawned into sleeper volumes in POIs (or other prefabs), so that they awake in a way that is more consistent with zombies.

 

Spoiler

By default, NPC Core NPCs are instantly awakened, and start wandering around, when they are spawned into sleeper volumes. They are spawned in when the player is a not-so-short distance away from the sleeper volume bounds (I believe it's 9 blocks/meters away). If you're a POI designer, and designing a "dungeon crawl" style POI with NPCs, this can make things difficult.


With these changes, NPCs behave differently according to the type of sleeper volume:

 

  • Passive (very uncommon - used mostly when the entities are "decoration"): Like zombies, NPCs do not wake up unless attacked.
  • Active (most common): NPCs fully wake up as soon as the player touches the sleeper volume, but are only aware of the player if the player is in their line of sight. They may wake up if the player attacks another entity in that sleeper volume, even if they do it from outside the bounds of the sleeper volume.
  • Attack (less common, used mainly near end loot or in "jump scare" situations): NPCs fully wake up as soon as they are spawned in, regardless of whether the player touched the sleeper volume at all. They become aware of the player as soon as the player is in their line of sight. (This is the default behavior of all NPCs without this modlet.)

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/2-khzmusik_variable_NPC_sleepers 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=2-khzmusik_variable_NPC_sleepers 

 

 

 

More modlets are coming. Stay tuned...

I am still in the process of porting over the A20 version of my modlets - with the highest priority being the various NPC packs and mods. I will update this post as they become available.

 

Thanks for your patience!

 

Edited by khzmusik
Zombies no longer require SCore or NPC Core (see edit history)
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2 hours ago, ktrain said:

Looking good. Any word on an NPCMod release so we can use your packs?

 

I'm travelling, so I only have my laptop, and it's not great for working with Unity. I'm going to start work when I get back on Monday.

 

There are also new versions of SCore and NPC Core, with new Unity assets (like controllers), so it won't be as simple as just porting things over verbatim. I'm still hoping it won't take too long to do it.

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Thanks a bunch... see if I can remember what we did on A20 dead is dead to drop backpacks on a server. Think we did something else I can't remember. I'll have to see my notes when I get home sometime this weekend.  

 

I was just sayin by the way... so don't tell me yet. Let me see if I can figure it out lol.

Edited by crazywildfire (see edit history)
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9 hours ago, ktrain said:

Where? I found the new SCore, but where is the new NPC Core?

 

Probably not out yet, that's part of the issue. I won't be able to release new NPC packs until NPC Core goes public/stable.

 

It's probably close though, there is already a release candidate. I'm sure @xyth will announce on the forums as soon as it's available.

 

3 hours ago, crazywildfire said:

Thanks a bunch... see if I can remember what we did on A20 dead is dead to drop backpacks on a server. Think we did something else I can't remember. I'll have to see my notes when I get home sometime this weekend.  

 

I was just sayin by the way... so don't tell me yet. Let me see if I can figure it out lol.

 

Here's a hint - one of the actions I added in buffs.xml overrides the "Drop On Death" setting. Remove that, no more override, it will obey whatever setting you have on the server.

 

EDIT: Also, I'm hoping people will give me feedback about some of the new A21 stuff.

 

I am hoping there is significant interest in the "Rain Catcher" mod (it was something brought up by JaWoodle).

 

Also, there's a new "glass jaw" effect in the "Bad Medicine" mod - every time you're damaged there's a subtle screen shake effect, which I'm hoping is just enough to make hits "feel" more dangerous.

 

And, the "mostly dead" play style randomly re-assigns the crafting skills. (Not the non-crafting skills which you can re-spec.) If anyone actually plays "mostly dead" and not permadeath, I'm hoping that's a good idea - if not, I could either do away with that feature entirely, or protect specific crafting skills (like workstations or vehicles). ("Permadeath" just resets them back to 1 each, so it doesn't apply to that mode.)

 

Let me know, any feedback is helpful.

Edited by khzmusik (see edit history)
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I'll probably do the rain collector one. I was looking into trying to mod it. More so to add more slots instead of 3 slots. But couldn't find anywhere to do that so I think it is hard coded based on what others have said. 

 

So was talking to someone in a community I'm in on discord. Considering we couldn't figure out how to add more slots. He came up with another idea. So he made it to where you can upgrade the dew collector by combining dew collectors together. So 1 is just basic with the blue tarp, combine 3 of them together and when placed it will have a silver tarp, combine 9 and place down will have a gold tarp. Each upgrade is a little faster fill rate. As well as each upgrade will add a water bundle to each slot considering we couldn't figure out how to add more slots but you can make it do a bundle so when you open it then it will have more then 1 bottle water in it..... the reason for this is to keep servers from having to many dew collector farms that may or may not contribute to lag issues.

 

I do like the sound of what you have though. So will give it a go. 

Edited by crazywildfire (see edit history)
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19 minutes ago, ktrain said:

Just saw this a minute ago, 10 slot dew collector, haven't tested it yet :)

 

https://www.nexusmods.com/7daystodie/mods/3114

 

 

Nice, glad someone could figure it out. I gave up. But then again I'm not like that good at doing stuff like that unless it is pretty basic stuff. 

 

Also see it is for both client and server side. Not that is a bad thing just defiantly probably why I couldn't figure it out. Probably something a little out of my reach of things I know how to do. Maybe one day lol.

Edited by crazywildfire (see edit history)
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4 hours ago, dujinyuan said:

So..eh   Where is  the 0-SCore modlet? I can't find it

 

This is the A21 branch. It is experimental and not ready for release yet.

 

Use at your own risk. (But hopefully there should be an official release very soon.)

 

https://github.com/SphereII/SphereII.Mods/tree/alpha21-experimental

Edited by khzmusik (see edit history)
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On 6/30/2023 at 7:20 PM, ktrain said:

Just saw this a minute ago, 10 slot dew collector, haven't tested it yet :)

 

https://www.nexusmods.com/7daystodie/mods/3114

 

 

I just downloaded it and checked it out.

 

I think there's a better way to do this, by getting the number of slots from the XUi window grid and setting it on the tile entity afterwards. It would mean anyone could change the number of slots by changing XML, without having to do any more C# changes (other than the ones I'd have to do to make this possible in the first place).

 

I'll try it out. If it works, I'll make an updated version of the Rain Catcher mod that includes it. (If not I'll let y'all know.)

 

I think I will also make a separate, XML-only mod for the dew collector, which removes the heat it generates but makes it produce only murky water. That should make people happy who think it's ridiculous that a dew collector generates "heat," but to use the collected water you'd still generate heat (from the campfire).

 

However, @doughphunghus I read that you were also going to make a dew collector mod. Is that what you were going to do? If so I can let you have this one.

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1 hour ago, khzmusik said:

However, @doughphunghus I read that you were also going to make a dew collector mod. Is that what you were going to do? If so I can let you have this one.

Nah, go ahead and "Dew" what you're doing :) Im working on a water mod that has more items than just a modified dew collector, and makes water "much harder/more difficult" in general so much less people will likely want to load mine with all the extra nerfs.

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1 hour ago, doughphunghus said:

Nah, go ahead and "Dew" what you're doing :) Im working on a water mod that has more items than just a modified dew collector, and makes water "much harder/more difficult" in general so much less people will likely want to load mine with all the extra nerfs.

 

That's cool. I had planned to do another "water overhaul" type mod, called "polluted water." The idea is that it brings back glass jars, but you can only get polluted water from natural sources (lakes, snow, etc.) and polluted water could not simply be boiled, it would have to be filtered to murky water (by an entirely new workstation or chem station mod) and then boiled.

 

I was initially going to make the dew collector mod part of that, but I figured that most people would want the dew collector changes by themselves. So basically I had the same thoughts you did.

 

In other news:

 

3 hours ago, khzmusik said:

I think there's a better way to do this. It would mean anyone could change the number of slots by changing XML, without having to do any more C# changes (other than the ones I'd have to do to make this possible in the first place).

 

I actually got this done. It's now part of the Rain Catcher mod.

 

You have to specify the grid size in two places unfortunately (and they have to match or your game will crash, and crash hard). But as long as you have my mod installed, you can set the sizes purely through XML, no further C# changes are needed - unlike the other one, which is fixed to 5x2 in the C# code (the same way it's fixed to 1x3 in TFP code).

 

I tried changing it in an existing game, and it seemed to work, but I'd still recommend starting a new game if you want to change those values.

 

Nothing is changed by default, there is XML code in my mod but it's commented out. You can un-comment it and use whatever column and row values you want (within reason). Instructions are in the README.

 

Enjoy!

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8 hours ago, khzmusik said:

That's cool. I had planned to do another "water overhaul" type mod, called "polluted water." The idea is that it brings back glass jars, but you can only get polluted water from natural sources (lakes, snow, etc.) and polluted water could not simply be boiled, it would have to be filtered to murky water (by an entirely new workstation or chem station mod) and then boiled.

We are thinking a lot alike here ;). I'm not allowing jars though and going for a "it's almost no fun anymore" water restriction (ha!). So far I'm using the dysentary debuff (and bumping it waaaay up) to make all water (even boiled...even some of the crafted drinks) dangerous to drink, and any collected "natural water" (on the ground) needs quite a bit of processing (hand or bucket pick-up only. hand drinking is super bad and an act of desperation). I've found so far that restricting water makes the "excess found/bought food" (my belief) issue go away a bit as I'm having to eat food just for the water benefits, but it's forcing a "loot or die...or die anyway" play style...which I am going for.  Having jars/ability to collect and purify early(ier) game would be a much better "balance with challenge".

Edited by doughphunghus (see edit history)
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3 hours ago, Baobab said:

will ther be an update for "No Crafting (Lucklooter)". ?

 

It was low on my list, because honestly I thought nobody was interested.

 

I'll update it when I get a chance, but now that SCore and NPC Core are officially released, updating the NPC packs and POIs is a higher priority.

 

That doesn't mean I won't get to it, it will be later (or whenever I get burned out on NPCs).

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Hello, brother. Can you create a mod that only resets character levels, skill levels, and crafting levels? In other words, it would return the character to a state similar to when it was first created, while preserving friends and previously built structures. Thank you very much.

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13 hours ago, unlcnown82 said:

Hello, brother. Can you create a mod that only resets character levels, skill levels, and crafting levels? In other words, it would return the character to a state similar to when it was first created, while preserving friends and previously built structures. Thank you very much.

 

The "Mostly Dead" mod is pretty customizable, you can add or remove features by commenting or un-commenting specific XML lines, and it's explained in the README.

 

But - I want to make sure I know what you're asking for. Are the character levels, skill points, and crafting levels the only things you want to happen? And everything else is the same as vanilla (bedrolls, land claims, maps, etc.)?

 

If so, then that's actually pretty easy. All those things can be done using the same effect that is used by the Forgetting Elixir. It would not require C# so it would be server-side (unlike Mostly Dead).

 

If that's what you want, I could throw together a separate modlet pretty quickly.

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4 hours ago, khzmusik said:

 

The "Mostly Dead" mod is pretty customizable, you can add or remove features by commenting or un-commenting specific XML lines, and it's explained in the README.

 

But - I want to make sure I know what you're asking for. Are the character levels, skill points, and crafting levels the only things you want to happen? And everything else is the same as vanilla (bedrolls, land claims, maps, etc.)?

 

If so, then that's actually pretty easy. All those things can be done using the same effect that is used by the Forgetting Elixir. It would not require C# so it would be server-side (unlike Mostly Dead).

 

If that's what you want, I could throw together a separate modlet pretty quickly.

 

I want the character's level, skill points, and crafting levels to be reset to zero upon respawning, while keeping everything else the same as before the death. Thank you.

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1 minute ago, unlcnown82 said:

 

I want the character's level, skill points, and crafting levels to be reset to zero upon respawning, while keeping everything else the same as before the death. Thank you.

 

OK. That should be pretty easy to do. I'll announce when it's ready. (If there are any other "permadeath" features that can be done without C#, I'll included those in the XML but commented out in case anyone else wants them.)

 

In other news, I just add a new modlet:

 

Polluted Water

 

All water from natural sources is polluted and must be purified.

 

Features:

 

  • All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.

  • Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.

  • Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.

  • Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.

  • Snowballs can be turned into polluted water using a glass jar at a campfire.

  • Includes the features from the Murky Dew modlet, where dew collectors yield murky water but do not produce heat. You should not install the Murky Dew modlet separately.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Polluted_Water 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Polluted_Water 

 

That should do it for the water-related mods, there should be enough to please everyone by now. :) 

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On 7/7/2023 at 6:30 PM, unlcnown82 said:

 

I want the character's level, skill points, and crafting levels to be reset to zero upon respawning, while keeping everything else the same as before the death. Thank you.

 

Good news! I just finished the modlet.

 

Reset Character On Death

 

When the player dies, this modlet resets the player character's skill points, books read, and crafting skill levels.

 

When the player character dies:

  • Skill points are reset and removed.
  • Books that were read are forgotten.
  • Crafting skill levels are reset to 1.

 

With XML edits, it can also support these features:

  • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
  • There is no experience loss upon respawning.
  • Resetting can be disabled for level 1 players, or for players that still have the "newbie coat" buff.
  • Remembering skill points, books read, or crafting skills.

 

See the README for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Reset_Character_On_Death 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Reset_Character_On_Death 

 

Also: While working on this, I discovered that TFP made some changes in A21 that make some of my Mostly Dead C# code redundant. I'm going to update that mod, and the Permadeath extension, to use the new A21 features. I am hoping it will not require a new game, but no promises.

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On 7/3/2023 at 11:04 AM, khzmusik said:

 

It was low on my list, because honestly I thought nobody was interested.

 

I'll update it when I get a chance, but now that SCore and NPC Core are officially released, updating the NPC packs and POIs is a higher priority.

 

That doesn't mean I won't get to it, it will be later (or whenever I get burned out on NPCs).

thx man, will wait ;)

On 6/30/2023 at 12:15 AM, khzmusik said:

Hello, all. This thread is for all of my modlets that are compatible with A21.

 

The old (and now deprecated) A20 thread is here:

https://community.7daystodie.com/topic/27333-a20-khzmusiks-modlets/

 

The Git repo for my A21 modlets is here:

https://gitlab.com/karlgiesing/7d2d-a21-modlets

 

Each modlet has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo; I have provided a link for each modlet.

 

The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior.

 

Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required.

 

These modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets:
http://7d2dmodlauncher.org

 

ZIP file downloads

 

I am now including a link to a ZIP file for each modlet. These files are automatically generated by GitLab when you visit the URL, so you should get the latest version each time.

 

Important: GitLab automatically wraps the modlet in a folder called "7d2d-a21-modlets-main-[modlet name]". The directory inside this directory should be put into your Mods folder.

 

If you want to download the modlet in a different compression format:

 

  1. Go to the modlet's directory in the repo (follow the "Repo" link).
  2. Click on the button with the "download" icon (next to the "Clone" button) in the upper-right hand corner of the page.
  3. Under "Download this directory," click on the format you want. In addition to .zip format, GitLab supports .tar, .tar.gz, and .tar.bz2.

 

XPath modlets
These modlets use XPath, so they are EAC friendly. Most require installation only on the server. Those that contain custom assets (usually additional icons) will need to be installed on both the server and clients. See the individual README.md files for details.

 

Bad Medicine

 

You have to feel it to heal it.

 

  Reveal hidden contents

 

Features:

 

  • "Glass Jaw" effect: Whenever you get damaged (by anything), there is a subtle camera shake effect. This effect gets slightly worse when you are lower than half health. New for A21.
  • You can only craft dirty bandages using cloth. Dirty bandages can be sterilized (to "vanilla" bandages) by boiling with clean water in a cooking pot.
  • Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection.
  • To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey).
  • You can also drink gasoline. Don't drink gasoline.
  • If you are on fire, don't douse yourself with flammable liquids.
  • You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk.
  • The negative effects from a concussion occur much more frequently (though still randomly).

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Bad_Medicine 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Bad_Medicine 

 

 

Gas Shortage

 

Makes gasoline scarce, and more difficult to craft.

 

XPath only ("server-side").

 

  Reveal hidden contents

Features:

 

  • Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
  • Each oil shale yields one can of gas (not 10).
  • Stacks of gasoline hold 1000 cans (not 10,000).

 

There is also XML code to have players spawn with the 4x4 when they enter the game, but that is commented out by default. See the README if you want to enable that.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Gas_Shortage 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Gas_Shortage 

 

 

Murky Dew

New for A21!

 

Dew collectors produce murky water, but do not generate heat.

 

It can work alongside the Rain Collector mod, if desired (see below), but it will also work on its own.

 

Note: If you have installed the Polluted Water modlet, you should not install this modlet. The Polluted Water modlet contains all the features from this modlet.

 

XPath only ("server-side").

 

  Reveal hidden contents

Many people believe dew collectors should not add heat to the heat map, which is reasonable. But without generating heat, dew collectors are somewhat overpowered, especially with "farms" (multiple collectors) passively generating potable water.


This seems like a good trade-off. Heat will still be generated, but it will be generated by the campfires that are used to boil the murky water.


Since the water from dew collectors must be boiled to be potable, dew collector farms will be less passive and overpowered.

 

Features:

 

  • Dew collectors produce murky water, which must be boiled in a cooking pot to produce clean water.
  • Dew collectors no longer generate heat for the heat map.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Murky_Dew 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Murky_Dew 

 

 

Polluted Water

New for A21!

 

All water from natural sources is polluted and must be purified.

 

Note: If you install this modlet, you should not install the Murky Dew modlet. The Polluted Water modlet contains all the features from that modlet.

 

  Reveal hidden contents

Features:

 

  • All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.

  • Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.

  • Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.

  • Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.

  • Snowballs can be turned into polluted water using a glass jar at a campfire.

  • Includes the features from the Murky Dew modlet, where dew collectors yield murky water but do not produce heat. You do not need to install that modlet separately.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Polluted_Water 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Polluted_Water 

 

 

Reset Character On Death

 

When the player dies, this modlet resets the player character's skill points, books read, and crafting skill levels.

 

Because it is XML only, it does not have the features of "Mostly Dead" or "Mostly Dead: Permadeath," but it is still good if all you want is to reset the character (and not the map, quests, etc).

 

XPath only ("server-side").

 

  Reveal hidden contents

When the player character dies:

  • Skill points are reset and removed.
  • Books that were read are forgotten.
  • Crafting skill levels are reset to 1.

 

With XML edits, it can also support these features:

  • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
  • There is no experience loss upon respawning.
  • Resetting can be disabled for level 1 players, or for players that still have the "newbie coat" buff.
  • Remembering skill points, books read, or crafting skills.

 

See the README for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Reset_Character_On_Death 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Reset_Character_On_Death 

 

 

Slow Build

 

Slows down building, and to a lesser extent crafting.

 

XPath only ("server-side").

 

  Reveal hidden contents

This encourages renovating prefabs rather than building structures from scratch, for both horde bases and personal dwellings. It also makes inventory management more challenging. The fact that wood items take nails to craft will also discourage nerd poling.

 

  • Wood frames, shapes, and ladders now require nails to craft. To adjust for this, players are now given a small stack of nails when starting. Also, full boxes of nails (100 count) can sometimes be found in loot.
  • Crafting cobblestone now requires a cement mixer.
  • The stack sizes for all frames have been reduced to 50 (from 500).
  • The stack sizes for natural resources (such as iron or clay) have been reduced from 6000 to 500. Stack sizes for cobblestone, cement, and concrete have been reduced from 1000 to 100. Bundles of resources have been updated to reflect the new stack sizes.
  • Trees now take twice as long to grow, and yield at most one seed.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Slow_Build 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Slow_Build 

 

 

Snowberry Love

Back from A19!

 

Adds snowberries back to the game, and adds a bunch of new uses for them.

 

  Hide contents

In the real world, snowberries were used mostly for medicinal purposes by Native American tribes. They also taste like wintergreen (reportedly - I have not eaten them).

 

  • Snowberries can be grown from seeds and harvested. The seed recipe is unlocked at the same perk and level as blueberry seeds.
  • Snowberry tea can be crafted in a campfire with a cooking pot. The tea gives 24 water and cures dysentery 10%.
  • Snowberry paste can be used the same as medical aloe cream, and can be used instead of aloe cream when crafting first aid bandages. The paste takes five snowberries to craft.
  • Snowberries replace blueberries in herbal antibiotics recipes.
  • Grandma's Gin: "How intelligent people get drunk and belligerent." It provides the buffs of beer and the nerdy glasses, combined. The gin recipe is unlocked at the same crafting level as Grandpa's Moonshine.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Snowberry_Love 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Snowberry_Love 

 

 

Trader Lore

 

Adds unofficial lore and history to the trader dialogs.

 

XPath only ("server-side").

 

  Reveal hidden contents

Note: if you use this modlet with another modlet that changes the dialog window UI - such as NPC Core - you will see yellow warnings in the console: "XML patch for "XUi/windows.xml" from mod "khzmusik_Trader_Lore" did not apply". This is the desired behavior, and those warnings can be ignored.

 

  • Fleshed-out lore and backstory for the Duke, Noah, Whiteriver, and the Cassadores.
  • Different traders have different relationships with each group or leader, and have different opinions or amounts of knowledge about them.
  • The vanilla dialog window is larger, to make room for more text.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Trader_Lore 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Trader_Lore 

 

 

C# modlets
These modlets use custom C# code, so they are not EAC friendly. 

 

They will need to be installed on both the server and clients. See the individual README.md files for details.

 

Fortunately, in A20, installing modlets with custom C# code is as easy as installing an XML/XPath modlet. Just drop it into your Mods directory and go.

 

When installing or removing C# modlets, starting a new game is highly recommended.

 

Food Spoilage and Preserved Foods

 

A modlet that introduces food spoilage, and adds recipes for canned and preserved foods that don't spoil.
 

  Reveal hidden contents

Features:

  • Most foods that are not canned or otherwise preserved can now spoil.
  • Prepared drinks (such as teas) can now spoil.
  • Battery-powered refrigerators and beverage coolers can be crafted. Recipes are unlocked in the same perk and level as battery banks.
  • New canned/preserved foods:
    • IPA (India Pale Ale). Beer that takes more hops to craft and doesn't spoil. Recipe unlocked in the same perk and level as the vanilla beer recipe.
    • Canned corn, mushrooms, potato, and pumpkin. Recipes unlocked in the same perk and level as blueberry pie.
    • Preserved blueberries. Recipe unlocked in the same perk and level as blueberry pie.
    • "Shamway Fruit Pie" (in box, similar to Hostess or Drake's). Loot only, cannot be crafted.
    • Smoked/cured meat. Recipe unlocked in the same perk and level as grilled meat.
  • Advanced recipes (stews, pies, etc.) have additional recipes that use the new canned vegetables and preserved blueberries.
  • Spoilable foods are removed from (non-Twitch) loot groups, and replaced with canned/preserved equivalents.

 

See the README.md for details.

 

You must start a new game after installing this modlet! If you try to load an existing game, it will corrupt your game save.

 

It requires the Alpha 21 version of the 0-SCore modlet. Earlier versions will not work!

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Food_Spoilage 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Food_Spoilage 

 

 

Mostly Dead

 

A modlet that implements the "mostly dead" character death style for 7D2D.
 

  Reveal hidden contents

The idea is that when a player character dies, players respawn as an entirely new character, but they respawn into a (mostly) unchanged world. It can be modified for traditional "Dead is dead" or "Permadeath" gameplay.

 

For an explanation of the "mostly dead" play style, see my "manifesto" on these forums:

 

Features:

 

  • The player's inventory is deleted (the "Drop On Death" setting is forced to "Delete All").
  • Skill points are reset (not removed), and books that were read are forgotten.
  • Crafting skill levels above 1 are randomly re-assigned to different crafting skills. New for A21.
  • Bedrolls and beds are no longer spawn points, so players do not spawn on them.
  • The player map is reset, including any saved waypoints.
  • Player quests are removed, and a quest is given that automatically rewards the player with the items they start with when starting a new game.
  • Player vehicles are destroyed.
  • The player's active land claim block is rendered inoperable.
  • The player's ACL (Access Control List - i.e. friends list) is cleared.
  • If the player hired any NPCs, those NPCs are dismissed. (Assumes SCore NPCs.) New for Alpha 20.

 

The respawned character is at a similar "level" to the old one:

 

  • If the player did not complete the "Basic Survival" quests, they start over from scratch. (This is so players can still earn the skill points from completing those quests.)
  • If the player restarts before level 4, they will be given the "Whiteriver Citizen" quest so they can find a nearby trader.
  • If restarting at level 3 or lower, the player will be given the player's starting items, even if another mod or modlet has added starting items.
  • When restarting at medium and higher levels, players are given bundles of items so they have matching armor sets, and their given ammo matches their given weapons. This includes new bow and crossbow bundles (which have custom icons and translations).

 

These features can be customized via XML edits or XPath. See the README.md for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Mostly_Dead 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Mostly_Dead 

 

 

Mostly Dead: Permadeath

 

This modlet makes the XML changes necessary to turn the Mostly Dead modlet into a "Permadeath" modlet. It is for people who do not want to make the XML edits themselves.

  Reveal hidden contents

 

Features:

 

  • Skill points are reset and removed.
  • Crafting skills are removed. New for A21.
  • The player level is reset to level 1.
  • The player spawns with the starting items again, except the note from the Duke.
  • The player is given the "Basic Survival" quests again.
  • The player is given the "Newbie Coat" buff again.

 

All the other features from the Mostly Dead modlet remain unchanged.

 

You still need to install the Mostly Dead modlet. This modlet will not work by itself.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Mostly_Dead_Permadeath 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Mostly_Dead_Permadeath 

 

Rain Collector

New for A21!

 

Turns the dew collector into something more like a rain collector.

 

  Reveal hidden contents

Features:

  • The dew collector fills more rapidly when it is foggy.
  • The dew collector fills much more rapidly when it is raining.
  • The dew collector will not do anything if the outside temperature is below the freezing point of water.
  • To make up for the fog and rain boost, the dew collector takes longer to fill up overall.
  • Adds the ability to increase the number of "slots" in the dew collector. The XML changes are in blocks.xml and windows.xml but are commented out. See the README for instructions. Added in version 21.0.1.1.

 

This is all configurable in the XML for the dew collector. See the README.md for details.

 

Repo: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/tree/main/khzmusik_Rain_Collector 

Download: https://gitlab.com/karlgiesing/7d2d-a21-modlets/-/archive/main/7d2d-a21-modlets-main.zip?path=khzmusik_Rain_Collector 

 

 

More modlets are coming. Stay tuned...

I am still in the process of porting over the A20 version of my modlets - with the highest priority being the various NPC packs and mods. I will update this post as they become available.

 

Thanks for your patience!

 

You have i snowberrylove an typo !! dont know how to call it :( .   here is the line (Change  'resourceCropSnowberryPlant' to 'foodCropSnowberry' in the 3 recipes that have 'resourceCropSnowberryPlant' in them as ingredients in all the lines where it references (3 lines)) fixed it for my self.

 

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5 hours ago, Baobab said:

You have i snowberrylove an typo !! dont know how to call it :( .   here is the line (Change  'resourceCropSnowberryPlant' to 'foodCropSnowberry' in the 3 recipes that have 'resourceCropSnowberryPlant' in them as ingredients in all the lines where it references (3 lines)) fixed it for my self.

 

 

I'm not sure what you mean by this. There are five recipes that have snowberries as ingredients (seeds, tea, herbal antibiotics, medical paste, gin). And, there is nothing called "foodCropSnowberry" in the game.

 

I also just tested the mod in a new game. I harvested the snowberries from wild plants in the snow biome, and made all the recipes. Everything worked as expected.

 

Can you give more details? Steps to reproduce?

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